コード例 #1
0
def modifyfbId(playerId):
    ''' 修改用户副本进度 '''
    from scene.constants import FbType
    from scene.manager import set_fb_score, sync_scene_infos
    from config.configs import get_config, FbInfoByTypeConfig, FbInfoConfig

    from entity.manager import g_entityManager
    player = g_entityManager.get_player(int(playerId))
    if not player:
        return FAILURE

    fbID = int(request.GET.getone("fbId") or 0)
    if not fbID:
        configs = get_config(FbInfoByTypeConfig).get(FbType.Normal, [])\
            + get_config(FbInfoByTypeConfig).get(FbType.Guide,  [])\
            + get_config(FbInfoByTypeConfig).get(FbType.Advanced, [])
        for c in configs:
            if c.ID not in player.fbscores:
                set_fb_score(player, c.ID, 3)
    else:
        configs = get_config(FbInfoConfig)
        if fbID in configs:
            set_fb_and_prev_score(player, fbID, 3)
        else:
            return json.dumps('failure')
    player.save()
    sync_scene_infos(player, FbType.Normal)
    sync_scene_infos(player, FbType.Advanced)
    return SUCCESS
コード例 #2
0
def clear_fb_count(target):
    from entity.manager import g_entityManager
    from scene.manager import sync_scene_infos, FbType
    if target.isdigit():
        players = [g_entityManager.get_player(int(target))]
    elif target == 'all':
        players = g_entityManager.players.values()
    else:
        return json.dumps('invalid target')
    for player in players:
        for fbid, data in player.fbscores.items():
            data['count'] = 0
            data['refreshCount'] = 0
            player.fbscores[fbid] = data
            player.save()
        sync_scene_infos(player, FbType.Normal)
        sync_scene_infos(player, FbType.Advanced)
        sync_scene_infos(player, FbType.Campaign)
    return json.dumps('cleared %s' % target)
コード例 #3
0
    def enter(self, msgtype, body):
        req = poem_pb.EnterRequest()
        req.ParseFromString(body)
        entityID = req.entityID
        # 不允许重新登录
        if g_playerManager.has_player(entityID):
            if g_playerManager.peers[entityID].key == self.peer.key:
                return
            # 给已登录的发送重复登录消息
            g_playerManager.sendto(entityID,
                                   fail_msg(msgtype, msgTips.FAIL_MSG_KICKED))
            g_playerManager.kick_player(entityID)
        clientVersion = req.clientVersion
        featureCode = req.featureCode
        clientIP, _ = self.peer._sock.getpeername() or ('', '')
        self.player = player = g_entityManager.load_player(
            self.userID, entityID, clientVersion, featureCode, clientIP)
        if not player:
            self.peer.sender(fail_msg(msgtype, msgTips.FAIL_MSG_LOAD_PLAYER))
            self.peer.close()
            return
        PlayerOnlineIndexing.update(settings.WORLD["ID"], player.entityID)
        player.clientVersion = clientVersion
        player.featureCode = featureCode
        player.clientIP = clientIP
        player.appid = req.deviceInfo.appid
        player.UDID = req.deviceInfo.UDID
        player.idfa = req.deviceInfo.idfa
        player.IMEI = req.deviceInfo.IMEI
        player.MAC = req.deviceInfo.MAC
        player.save()
        g_playerManager.register(player.entityID, self.peer)
        player.sync(all=True)

        # 发送公告
        notice_rsp = get_notice_rsp()
        g_playerManager.sendto(player.entityID,
                               success_msg(msgid.NOTICE, notice_rsp))

        sync_scene_infos(player)

        rsp = poem_pb.EnterResponse()
        rsp.ENABLE_GIFTKEY = settings.ENABLE_GIFTKEY  # cdkey
        rsp.REV = settings.REV
        rsp.time = int(time.time())
        self.peer.sender(success_msg(msgtype, rsp))

        gm_logger.info({
            'access': {
                'entityID': player.entityID,
                'type': 'login',
                'userID': player.userID,
                'username': player.username,
                'onlines': g_playerManager.count(),
                'username_alias': player.username_alias,
                'channel': player.channel
            }
        })

        from common.log import role_login
        role_login(player=player)
コード例 #4
0
def give_goods(player, goods, amount=None):
    rest = 0
    famount = float(goods.amount)
    if amount is not None and famount != amount:
        if amount > famount:
            rest = amount - famount
        else:  # 当充值金额不足,选择同类型的满足金额的商品,多出金额返还
            sdktype = username2type(player.username)
            label = username2label(player.username)
            sdkconfigs = get_config(RechargeBySdktypeConfig).get(sdktype, [])
            labconfigs = get_config(RechargeByLabelConfig).get(label, [])
            typconfigs = get_config(RechargeByTypeConfig).get(goods.type, [])
            ids = {e.id for e in sdkconfigs} & {e.id for e in labconfigs}
            ids = ids & {e.id for e in typconfigs}
            configs = get_config(RechargeConfig)
            configs = [configs[e] for e in ids]
            configs = sorted(configs,
                             key=lambda s: float(s.amount),
                             reverse=True)
            for config in configs:
                if float(config.amount) < amount:
                    goods = config
                    rest = amount - famount
                    break
            else:
                goods = None
                rest = amount
    if goods:
        is_first = goods.id not in player.bought_recharges
        if goods.type == RechargeType.LimitedPacks:
            reward_type = RewardType.LimitedPacks
        elif goods.type == RechargeType.TimeLimitedPacks:
            reward_type = RewardType.TimeLimitedPacks
        elif goods.type == RechargeType.TriggerPacks1:
            reward_type = RewardType.TriggerPacks1
        elif goods.type == RechargeType.TriggerPacks2:
            reward_type = RewardType.TriggerPacks2
        else:
            reward_type = RewardType.Recharge
        credits = (famount + rest) * 10
    else:
        is_first = False
        reward_type = RewardType.Recharge
        credits = rest * 10
    reward = open_reward(reward_type, goods, is_first, rest * 10)
    result = reward.apply(player)
    logger.debug("recharge result {}".format(result))
    # 不使用golden是因为有些商品是礼包,不包含钻石
    __vip = player.vip
    player.credits += credits
    if player.vip != __vip:
        # VIP改变导致活动副本次数改变
        from scene.manager import sync_scene_infos
        sync_scene_infos(player, FbType.Campaign)
    from explore.ambition import reload_vip_ambition
    reload_vip_ambition(player)
    if not player.bought_recharges:
        player.first_recharge_numb = result.get("gold", 0)
    if goods:
        if goods.type == RechargeType.MonthlyCard30:
            if not player.monthly_card_30:
                player.monthly_card_30 = 30
                from task.manager import on_monthly_card
                on_monthly_card(player)
        elif goods.type == RechargeType.Monthcard1:
            player.monthcard1 += MonthCardDays
        elif goods.type == RechargeType.Monthcard2:
            player.monthcard2 += MonthCardDays
        elif goods.type == RechargeType.Weekscard1:
            player.weekscard1 += WeeksCardDays
        elif goods.type == RechargeType.Weekscard2:
            player.weekscard2 += WeeksCardDays
        elif goods.type == RechargeType.LimitedPacks:
            now = int(time.time())
            player.limited_packs_used_count += 1
            player.limited_packs_last_time = now
        elif goods.type == RechargeType.TimeLimitedPacks:
            now = int(time.time())
            player.timelimited_packs_last_time = now
        elif goods.type in (RechargeType.TriggerPacks1,
                            RechargeType.TriggerPacks2):
            # 支付回调问题  # NOTE
            # player.trigger_packs_buy_count += 1
            pass
        # 记录首次充值获得的金额数
        player.bought_recharges.add(goods.id)
        from campaign.manager import on_recharge
        on_recharge(player, goods.golden)
    from task.manager import on_vip_level
    on_vip_level(player)
    player.save()
    player.sync()
    return result
コード例 #5
0
def reloadConfig(name):
    import settings
    from common import ConfigFiles
    from config.configs import get_registereds
    from yy.config.fields import ValidationError
    from entity.manager import g_entityManager
    source = request.POST.getone("source") or ''
    config_files = ConfigFiles(settings.REGION['ID'])
    try:
        if name == "all":
            config_files.load_configs(get_registereds(),
                                      settings.CONFIG_FILE_PATH)
        else:
            configs = []
            for each in get_registereds():
                if each.__Meta__.table == name:
                    configs.append(each)
            if not configs:
                raise ValidationError("找不到文件%s对应的Config" % name)
            if source:
                data = {configs[0].__Meta__.table: source}
                config_files.load_configs(configs, '', **data)
            else:
                config_files.load_configs(configs, settings.CONFIG_FILE_PATH)
    except ValidationError as e:
        return json.dumps(e.message)
    if name == "daytime" or name == "all":
        from pvp.rank import g_rankManager
        g_rankManager.start()
    if name == "campaign" or name == "all":
        from campaign.manager import g_campaignManager
        g_campaignManager.start()
    if name == "Dlc_campaign" or name == "all":
        from explore.dlc import g_dlcCampaignManager
        g_dlcCampaignManager.start()
    if name == "gve_campaign" or name == "all":
        from campaign.manager import g_campaignManager
        g_campaignManager.gve_campaign.start()
    if name == "boss_campaign" or name == "all":
        from explore.boss import g_bossCampaignManager
        g_bossCampaignManager.start()
    if name == "ranking_campaign" or name == 'all':
        from ranking.manager import g_rankingCampaignManager
        g_rankingCampaignManager.reload()
    if name == "city_campaign" or name == 'all':
        from campaign.manager import g_campaignManager
        g_campaignManager.city_dungeon_campaign.start()
        g_campaignManager.city_dungeon_campaign.sync()
        g_campaignManager.city_contend_campaign.start()
        g_campaignManager.city_contend_campaign.sync()
    if name == "limit" or name == "all":
        from world.service import get_limited_packs_time
        t = get_limited_packs_time()
        if t:
            for p in g_entityManager.players.values():
                p.clear_limited_packs_flag()
                p.sync('limited_packs_flag')
    if name == "ExSceneInfo" or name == "all":
        from scene.constants import FbType
        from scene.manager import sync_scene_infos
        for p in g_entityManager.players.values():
            sync_scene_infos(p, FbType.Campaign)
    return SUCCESS